Dwarf, Mark of Warding (WGtE)

Player's Handbook (2014) p. 20,

Size
Medium
Speed
25
Ability Scores
Con +2, Dex +1, Int +1
Lineage
Dwarf
Resistances
poison
Languages
Common, Dwarvish
Spellcasting Ability
Intelligence

Traits

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs | these common threads unite all dwarves.

The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards with mystic force. It also provides its bearer with an intuitive understanding of locks used to protect and seal.

Ability Score Increase

Your Constitution score increases by 2, your Dexterity score increases by 1, and your Intelligence score increases by 1.

Age

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Alignment

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size

Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d4 Height = 4 feet + your size modifier in inches Weight in pounds = 115 + (2d6 × your size modifier)

Speed

Your speed is not reduced by wearing heavy armor.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency

You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Master of Locks

When you make an Intelligence (History), Intelligence (Investigation), or Thieves' Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

Wards and Seals

You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Spells

Alarm, Arcane Lock

Other data

tools

Artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools

weapons

Battleaxe, Handaxe, Light Hammer, Warhammer